At one point in time, games were made by small teams. They had a fair budget and timelines that were not unruly. This proved successful in the early years. Then World of Warcraft happened and everyone thought they had to 1up this large game with a huge budget and tons of people working on it.
Fast forward to the last 3 years and there has been a turnover in the industry. Now games from big publishers that either fall short or fail or go over budget and timeline....shed many employees. These employees seem to think they have the vision to then launch new companies and have gamers fund a large chunk of development.
This sounds nice at first...until you look deeper at these games and the current track record of success. Shroud of The Avatar is currently floundering, trying to find cohesiveness while turning it's partially crowd funded model into an expensive cash item shop. This was not what original backers had envisioned I am sure. Original backers were probably hoping for something more along the lines of a polished 3D first person UO style game. Instead it seems there is a clunky dated engine, combat that doesn't work well, sound effects that are not good, a jumbled UI etc.
This is just the latest example and there are at least a few more I have personally been involved in that turned out either lackluster or broken.
My point here is that maybe we should go back to the drawing board. Let a bunch of people toil away on a project until it's fully cooked and then release it. Otherwise public trust and money will dry up as faith in this new system is broken to the point of oblivion. And yes I still have some hope in a few projects in the works at the moment, but it's been a rough few years now to be honest.